Crouch C can be used as an anti-air attack if timed right, but it can also be used to start combos.

Crouch D is very fast and sweeps the opponent to the ground on contact.

Jumping

j.D crosses up.

The hitbox on jump D comes ouyt really fast, can be used almost consistantly after quick short hops, good air-to-air.

Jump B/C/D are all instant overhead (hh.B/C/D).

Blowback Attack

CD comes out fast, cancel-able/whiff cancel-able, it also whiffs on crouching opponents unless they have a high crouching hitbox (e.g. Daimon).

JCD is not only a good air-to-air it can be used for constant pressure during short hops.

Throws

Chi no Batsu - (b/f+C) close

Chris grabs them then runs off of there face doing three hits.

Can be broken.

Regular Knockdown

Ten no Tsumi - (b/f+D) close

Chris grabs the opponent then flips them into the air then plummeting to the ground.

Can be broken.

Reverse Knockdown

Hard Knockdown

Command Moves

Muyou No Ono - (f+A)

Chris steps forward then swings his arms forward in the shape of haymaker hitting the opponent in the stomach, has great reach and okay start-up too, combos from strong normals but it's free cancel-able on hit and links into just about all of his special attacks including his Proximity Unblockable and some DM's, can also be used to start Max mode combos but because of the pushback you'll have to be prepared torun afterward.

Chris does a hand stand then kicks the opponent twice, it's fast and pushes Chris back after activation, combos from strong normals but the push back prevents it from being very useful in combos, links into Kagami wo Honoo Hofuru besides that everything thing isn't safe enough, cancel-able if canceled into on the second hit, the canceling only occurs after Chris has been pushed back from the second hit, when used alone the second hit is an overhead attack.

Cancel-able if you cancel into it first

Overhead Attack, 2nd hit only

Combos from: Stand/Crouch C

Combos into: Kagami wo Honoo Hofuru (qcb+P)

Setsudan No Koto - (df+B)

Chris slides to attack the opponents legs, a pretty vanilla command normal compared to his other one's, this move also does not knockdown nor is it cancel-able so you could it's only here for two reasons, one reason is that it can be used as a good poke but only if you space it right, the other reason is to start Max mode combos while keeping the pressure on, because of the initial pushback when you activate Max mode you'll have to run up afterward or use his Far C then use the slide to close the gap, also hits low so it must be blocked low.

Hits low

Combos into: Max mode activation

Special Moves

Tsuki wo Honoo Tsumu - (dp+A/C)

Chris moves his arms with flames in hand in a circular fashion to knock the opponent into the air, comes out okay and the range isn't to bad either but the difference lies in which button you press, the weak version has Chris do one loop then do a short jump at the end doing one hit, the strong version has Chris do two loops then jumps a much higher into the air doing four hits, it's not much of an anti-air because the weak version doesn't go high enough and the strong version lasts too long, very unsafe if you whiff it, combos from strong normals and Muyou No Ono command normal, the strong version is cancel-able on the second and third hit,.

Chris throws out a purple flaming wave hitting the opponent a few times, this move is one of his better moves because not only does it couter-act projectiles, on hit it temporary locks the opponent in hit-stun for enough time for you to run up and do a follow-up attack to start another combo, both versions require specific spacing because it comes out and a fixed range as soon as he throws it out, if you use it to close you'll whiff it and if you use it too far the opponent can hyper hop over the wave and punish you accordingly, the weak version is pretty fast and can help build meter on guard or hit, the strong vesion comes out slower but works better as a okizeme tool, you can use just about anything as a follow-up attack, Kagami wo Honoo Hofuru (qcb+P), Shishi wo Kamu Honoo (hcf+K), Tsuki wo Honoo Tsumu (dp+P), and even most command normals and DM's like Ankoku Orochinagi (qcb hcf+P) but that requires you to buffer during the hit-stun.

Nullifies Projeciles

Combos into: Anything you can run up and use

Kagami wo Honoo Hofuru - (qcb+A/C)

Chris leaps forward and does a flip with flames coming out of his hands attacking the opponent's upper body, the weak version comes out quick and can be used a anti-air if timed right, knocks down, the strong version makes him jump a little bit farther, also works asan anti-air but you have to aim it so that the flame on the side hits them otherwise you'll miss it, unlike most air attacks this move is not an overhead attack on crouching opponents, and this move also whiffs on low crouch height opponents so keep that in mind, combos from strong normals/Muyou No Ono command/ and Taiyou wo Iru Honoo (qcf+P) hit-stun.

Chris does a series of attacks hitting the opponent five times knocking the opponent into the air on the last hit, it's a proximity unblockable attack which means it has no whiff animation but also can not be blocked, puts the opponent into a juggled state which when you can follow-up with a st.D or Far normal to reset the opponents body, the last hit is super cancel-able into his Ankoku Orochinagi, the last hit is also free cancel-able into any if his other special attacks, strong Tsuki wo Honoo Tsumu (dp+C) is always the prefered combo ender because you still have super canceling options.